Staredit Network > Forums > SC1 Map Showcase > Topic: Hero Sanctuary v1.10
Hero Sanctuary v1.10
Sep 26 2009, 8:33 pm
By: Norm
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Nov 18 2009, 1:23 am MEMEME670 Post #381



30 attack upgs 20 def upgs...

And i guess that works, i always forget how good eclipse is because it acts not that great.



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Nov 18 2009, 5:20 am Xero Post #382



Quote from MEMEME670
Also, its hard as heck to do ANYTHING on your own/with lack of effective stuns during day, so he needs to be damn good at night XD.

I find CW to be pretty damn good during the day, just not as godly as night. CW's l2 is probably the best grinding spells out there, and that was proven in a mass spawn rush by the other team. 900 exp quickly jumped to 3k+ exp. I'm sure pigs and norm remembered that game. CW's l3 and l4 make a perfect combination as the slow allows you get get more hits in as werewolf. L3 also allows CW to move faster, so you can outrun your opponent.

Eh, I'm just stating the potential of CW's day spell set. Saying that it's hard to do anything with his day spell set gave me a feeling that you didn't really try to be creative with his spells.

(I play CW too much :><: )



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Nov 18 2009, 5:35 am Norm Post #383



Quote from Xero
Quote from MEMEME670
Also, its hard as heck to do ANYTHING on your own/with lack of effective stuns during day, so he needs to be damn good at night XD.

I find CW to be pretty damn good during the day, just not as godly as night. CW's l2 is probably the best grinding spells out there, and that was proven in a mass spawn rush by the other team. 900 exp quickly jumped to 3k+ exp. I'm sure pigs and norm remembered that game. CW's l3 and l4 make a perfect combination as the slow allows you get get more hits in as werewolf. L3 also allows CW to move faster, so you can outrun your opponent.

Eh, I'm just stating the potential of CW's day spell set. Saying that it's hard to do anything with his day spell set gave me a feeling that you didn't really try to be creative with his spells.

(I play CW too much :><: )

Beautiful post. By the way, Xero: AL4 is fucking epic. Waiting for the weekend - I can't even imagine the pain.



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Nov 18 2009, 5:40 am Xero Post #384



Get those last 2 characters done :hurr: So I can put them through testing hell :P
And next week I have no school, so I'm available all next week. (Which reminds me, I need to put RM and Samurai on my to play list, since I haven't played them in a while. Er, I mean test)

Edit: Illusionist and AI will be available in Beta correct?



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Nov 18 2009, 4:09 pm MEMEME670 Post #385



Quote from Xero
I find CW to be pretty damn good during the day, just not as godly as night. CW's l2 is probably the best grinding spells out there, and that was proven in a mass spawn rush by the other team. 900 exp quickly jumped to 3k+ exp. I'm sure pigs and norm remembered that game. CW's l3 and l4 make a perfect combination as the slow allows you get get more hits in as werewolf. L3 also allows CW to move faster, so you can outrun your opponent.

L2 is a great grinding spell, and ive used it as such, because thats all it can reallly be used for XD. But ive only been given the chance to use it in a game vs MM with vehicle bays, where it worked, but its VERY situational.

L3 - L4 works, but only as a LATE game combo. The slow works, yeah, and werewolf is amazing, but werewolf just doesnt last long enough until you have spell upg #2, and it lasts nicely long w/ elixer. But until th en, not getting muich done. Also people can get away when you approach them or when you are going to cast l4 and get them, because correct micro normally means that you get only a few hits in. And then when you change back, theyre gone.

Quote from Xero
Eh, I'm just stating the potential of CW's day spell set. Saying that it's hard to do anything with his day spell set gave me a feeling that you didn't really try to be creative with his spells.

Hard to do anything because of Night Terrors lasting time, Fangs you can just walk away from, and a L4 that teleports you back to where you used it on finishing.

Quote from Xero
(I play CW too much :><: )

I play him every chance i get, HS is the only game ill play over TS mostly.



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Nov 18 2009, 8:35 pm Norm Post #386



Quote from Xero
Get those last 2 characters done :hurr: So I can put them through testing hell :P
And next week I have no school, so I'm available all next week. (Which reminds me, I need to put RM and Samurai on my to play list, since I haven't played them in a while. Er, I mean test)

Trying, but these guys are complex heroes who are going to need a couple strait hours of devotion for me to plow through their triggers. [Note: I'm @ school and unable to work on map currently, so don't think I'm procrastinating by typing something as long as what's coming up]

First of all, Illusionist is going to be a buggy nightmare at first. Here's the breakdown: [If you thought any other character was a spell whore, think again!]

Zlot: Manipulate spell. This spell starts off as just manipulating enemies into being unable to attack you. At higher power levels, the spell will also mess with their movement randomly.

Goon: Power Manifest. You become the ultralisk form. Ultra den is available for upgrades. This form is the Illusionist's method of travel. During this form, Illusionist is invulnerable, but ultralisk is not. Ultra dies = Illusionist dies. The ultralisk spawns with HP proportional to power level, it also regenerates slowly over time [zerg unit hp regen].

Also, if you just came out of this spell, there is a cooldown before you can cast it again.

Zlot: (During Power Manifest only) a spell that teleports Power Manifest to your illusionist's body, it stuns any enemies who were at your body's location at the time of casting. You CANNOT cast this if you are stunned.

Goon: (During Power Manifest only) a spell that rejoins you with your illusionist's body. It grants you vision for a short time after casting, and also begins a cooldown timer for the next time you will be able to use Power Manifest. You CANNOT cast this if you are stunned.

HT: Astroprojection. This spell is a mindfuck, summoning high templars (That look identical to the illusionist) that will confuse the shit out of your enemies. On it's own, the spell isn't THAT potent, but of course I'm using my mastery of character crafting to make sure the player will absolutely love the role this spell plays.

HT: Static Field. Remember that role I was talking about? Here's part one. This spell converts your astroprojections to a pure energy form that paralyze enemies like you wouldn't believe. Your enemies are really going to cry if they find themselves trapped in the middle of a group of astroprojections after this spell is casted.

DT: (If astroprojection is inactive): Uroboric Form: A strong spell that is lightning elemental. It's basically a pumped version of my "Bolt" spell from hunted - if anyone remembers that. This is the strongest offensive spell in the game (Yes, even more ownage than Dragon Breath), but it's not going to be that easy to unleash it's full potential. Casting it just like this will be pretty intense, but no where near full spellpower potential.

DT: (If astroprojection is active): Uroboric Form: A strong spell that is lightning elemental. It's basically a pumped version of my "Uroboric Form" spell I just told you about a few lines up - if anyone remembers that. This is the strongest offensive spell in the game (Yes, even more ownage than Uroboric Form), but it's not going to be that easy to unleash it's full potential. Casting it just like this will be even more intense than before by having additional damage over a larger spell area of effect - dictated by the position of your astroprojections at the time of casting. Remember the role astroprojection is going to play that I was talking about? Yeah... your enemies are going to cry EVEN MORE if they find themselves in the middle of a group of astroprojections when this spell is casted.

DT+DT: Uroboric Forms: I was messing around earlier acting like Uroboric Form was the strongest spell in terms of pure damage in the game... Well, it's not. Uroboric FormS is though. You are going to convert your astroprojections into pure energy again, but this time instead of stunning enemies, you are going to channel that energy through the illusionist to result in epic lightning elemental pwnage. Words cannot describe the MP cost, and the PWNAGE of this spell.

^ That's what I'll be doing tomorrow after work.

Quote from Xero
Edit: Illusionist and AI will be available in Beta correct?

Yes, and BETA is the next version after AL4, the current version. (Not including AL5 for the private testers which is basically identical to BETA minus the filename.)



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Nov 18 2009, 8:43 pm Norm Post #387



Quote from MEMEME670
Quote from Xero
Eh, I'm just stating the potential of CW's day spell set. Saying that it's hard to do anything with his day spell set gave me a feeling that you didn't really try to be creative with his spells.

Hard to do anything because of Night Terrors lasting time, Fangs you can just walk away from, and a L4 that teleports you back to where you used it on finishing.

Uhm, did you know that fangs is exponentially powerful based on the amount of heroes near your location? Using fangs in a tight area combined with Night Terror and an ally (or even an enemy for that matter) present results in a 7=way surrounding of a slow'd enemy unit and epic damage if you out-damage their armor ups.

Quote from MEMEME670
Quote from Xero
(I play CW too much :><: )

I play him every chance i get, HS is the only game ill play over TS mostly.

=). I'm glad you guys enjoy playing as CW. Also glad to see that HS is at least decent compared to some of the AoS greats in some people's opinions. Great maps like TS are of course an obstacle for the success of maps like Hero Sanctuary that can barely hold their own in comparison.

Thanks again to everyone helping with testing and motivation for me to finish this beastly map. ^^



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Nov 19 2009, 4:22 am MEMEME670 Post #388



Quote from Norm
Quote from MEMEME670
Quote from Xero
Eh, I'm just stating the potential of CW's day spell set. Saying that it's hard to do anything with his day spell set gave me a feeling that you didn't really try to be creative with his spells.

Hard to do anything because of Night Terrors lasting time, Fangs you can just walk away from, and a L4 that teleports you back to where you used it on finishing.

Uhm, did you know that fangs is exponentially powerful based on the amount of heroes near your location? Using fangs in a tight area combined with Night Terror and an ally (or even an enemy for that matter) present results in a 7=way surrounding of a slow'd enemy unit and epic damage if you out-damage their armor ups.

That assuming one thing, the hero has to be placed perfectly, because the fangs spawn on hte heroes, meaning that my allies fangs will spawn on him. Can work, but hard to use, and because its day, any setup can be predicted.



None.

Nov 19 2009, 9:27 pm Tempz Post #389



when is the beta map coming on site?



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Nov 19 2009, 10:37 pm Norm Post #390



Quote from Tempz
when is the beta map coming on site?

When I finish it. (Before the end of the month)

EDIT: UPDATE: So, like I promised I began work on the remaining 2 characters today in preparation from the BETA that I'm suppose to release next week. Did one spell for AI (Hey, it was pretty complex) and went back to ~50 triggers and modified them because they interfered with the way AI is set up. (Triggers about MP Channel, Green Aura, MP Extractors).

Post has been edited 1 time(s), last time on Nov 20 2009, 1:02 am by Norm.



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Nov 20 2009, 2:10 am Xero Post #391



Oh man, I was thinking how AI would go up against other characters, and those that have some serious mp drains are going to hurt AI real bad, like defiler for example. His mp drains cost little in turn for some major damage to AI. And since AI doesn't naturally regenerate mp, you're gonna have to find a way to balance that.



None.

Nov 20 2009, 2:38 am MEMEME670 Post #392



Quote from Xero
Oh man, I was thinking how AI would go up against other characters, and those that have some serious mp drains are going to hurt AI real bad, like defiler for example. His mp drains cost little in turn for some major damage to AI. And since AI doesn't naturally regenerate mp, you're gonna have to find a way to balance that.

Best way i can think of right now is that fuel acts as fuel, and not mana. Possibly drains at half speed?

But, there is alot of rescources around, too.



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Nov 20 2009, 2:43 am Xero Post #393



Hm, I'm wondering. Have you ever been hit by defiler's l3,4(forgot which one it is, but the one that says, destroys enemy magical energy)? Does that spell set your mp to zero, or just prevents you from using spells?



None.

Nov 20 2009, 2:53 am Norm Post #394



Quote from Xero
Oh man, I was thinking how AI would go up against other characters, and those that have some serious mp drains are going to hurt AI real bad, like defiler for example. His mp drains cost little in turn for some major damage to AI. And since AI doesn't naturally regenerate mp, you're gonna have to find a way to balance that.

These probably aren't going to effect AI the same way they effect the rest of the characters.

Quote from MEMEME670
Best way i can think of right now is that fuel acts as fuel, and not mana. Possibly drains at half speed?

But, there is alot of rescources around, too.

AI is not going to have MP, his spells and movement etc. cost fuel to use instead.


Quote from Xero
Hm, I'm wondering. Have you ever been hit by defiler's l3,4(forgot which one it is, but the one that says, destroys enemy magical energy)? Does that spell set your mp to zero, or just prevents you from using spells?

It's l4 spell called Spirit Crusher. It severely saps MP from any enemies caught in it and reduces their unit energy to 0. The amount that is sapped is a shit ton, and unless you have maxed magic, and possibly the Fenrir orb, you're not going to have any MP left after it connects.



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Nov 20 2009, 2:54 am Xero Post #395



Now that gave me the urge to play defiler in a whole new way lol.



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Nov 20 2009, 3:17 am MEMEME670 Post #396



Quote from MEMEME670
Best way i can think of right now is that fuel acts as fuel, and not mana. Possibly drains at half speed?

But, there is alot of rescources around, too.

AI is not going to have MP, his spells and movement etc. cost fuel to use instead.[/quote]

you didnt get my point. The point is that mana and fuel would drain differently.



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Nov 20 2009, 3:19 am Xero Post #397



And Norm said that they won't, since those spells affect MP, not fuel.



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Nov 20 2009, 4:59 am payne Post #398

:payne:

Quote
*Special thanks to payne for his brush palette.*
Nope, buddy ^^
The seems very interesting. I remember seeing some blocky terrain. I hope it got fixed ^^
Send me a PM when this will be out, I'd be glad to play with you :)



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Nov 20 2009, 3:26 pm Norm Post #399



Quote from MEMEME670
you didnt get my point. The point is that mana and fuel would drain differently.

Right, and that would work, but AI isn't going to have any MP. He is based entirely on fuel instead. Therefore, added effects such as Samurai's Green aura, MP Channel and such will have no effect on him. To even this out, MP burning spells should also not effect AI. I'm just unsure of if this will be evened out, or if I'll have to tweak something about it to make him a fair character.

UPDATES:

As you all are aware of, BETA is right around the corner. Here's my checklist:

[X] Artificial Intelligence is a playable character.
[ ] The Illusionist is a playable character. (Currently 0/9)
[X] Changing around some spell costs. (And the strings that go with them)
[/] Working once again to destroy the infamous CoM bug...
[X] Dracula Cape is slightly nerfed in timing, treated similarly to Ninja's evade.
[X] Incorporated Mixed Spawn systems.
[X] Corrected an Issue that caused Northeast spawns to come before Southwest spawns.
[X] Corrected Strings for MP Potion / Magic levels regarding AI.
[X] Fixed a bug involving spells "Fangs" and "Wind Blade" that resulted in unit unplaced errors after players were eliminated.
[X] Fixed a bug with MM where Necro's altar of sacrifice interfered with bunkers loading properly.
[ ] 54/56 Checkboxes will be completed. (Currently 53/56)

Post has been edited 9 time(s), last time on Nov 22 2009, 12:31 am by Norm.



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Nov 21 2009, 12:44 am Tempz Post #400



well only problem i have is that there were to many paths...



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